Build update available and some UI concepts

March 31, 2016

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Small hotfix available

March 28, 2016

GBLogoA small hotfix is available for the build release over the weekend.

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Initial release issues known and getting fixed

March 26, 2016

As expected, there are some issues cropping up with this initial build that we are working to get fixed. Some may have difficulty connecting to servers or may have an issue with item selections in the Operator menu saving. We knew that opening things up to a larger audience would expose problems we didn’t anticipate so please be patient as we get these problems fixed and an update out in the next day or two. We want to make sure we don’t break more than we fix. :)

Pre-Order keys going out

March 25, 2016

GBLogo

Steam keys for those that supported development by purchasing Pre-Order keys should be seeing an email with their keys(s) in them. The automated process is sending them a bit slow so give it an hour or two to make sure it makes it. Also, if you don’t see it make sure to check your spam folder as well. If you purchased a Pre-Order key and an email does not show up in the next 12 hours then please contact us at contact@blackfootstudios.com and we’ll get it sorted out. Please be patient over the next few days as we get things setup in the forum and our build update information sorted. We are also going to be bringing a couple more BFS servers online as well in addition to the one we currently have running. Anyone with the build can run a dedicated server so feel free to start your own!

I’m sure all of you will have lots of questions as well so feel free to ask away in our forums. There are plenty of people that have been playing the Operator Edition builds for a while now and have a good grasp on how things work.Here is a good Quick Start guide to help you get going:  http://www.blackfootstudios.com/forums/index.php?showtopic=8445&#entry155268

The online store is also setup to use our new provider and should deliver a license key upon purchase by email. So if you purchase a Pre-Order from now forward you won’t need to wait for a key.

We hope you enjoy this early look at things while we move towards our Early Access release. Also, please be fully aware of the current state of the project and that not all of the features that will be in the Early Access are in yet. With so many new people using builds now we fully anticipate some initial issues for the first week or so. There will be lots of additions and revisions over the next couple of months to get us there.

Pre-Order keys coming very soon

A quick note to let you know that tomorrow (03/25), we will start to send out Steam license keys for those that have supported our crowd funding with buying Pre-Orders. They will go out by email so keep an eye on your spam folders just in case. It will be mentioned a few more times, but be aware that we are not to Early Access yet and the builds are still missing some key features that will be present in the Early Access release. Think of the current state being Early Access Alpha. :)

Also, at some point in the next 24-48 hours we will be switching the Pre-Order process over to a new storefront provider that will allows license keys to be distributed at time of purchase (in an email) as well as hopefully provide a smoother buying experience for those that have had issues completing transactions with the current provider.

I’m sure there will be bumps along the way, but bare with us and hopefully things will go relatively smooth.

Progress update

February 13, 2016

Its time for an update on our progress!

Things are going very well with many new features added and stability getting better with each new build. We just introduced the first pass at 3d positional/proximity VOIP that allows players to talk globally so everyone can hear if within appropriate distance as well as a radio channel that allows teams to communicate when out of hearing range. There have been lots of UI additions and fixes including the ability to change a full array of graphics settings to help fine tune performance. Networking and multiplayer has been getting a lot of work and is pretty stable at this point. Multiplayer matches now feature a full game loop (minus an after action review screen… that is coming) so players are enjoying playing Ground Branch with others and are starting to really see the potential of the game!

settings

So when is the Early Access? Well we still have not set a firm date because we must get it right. There is only one chance for a first impression! We don’t feel it is to far off though, so we have decided to distribute Steam keys to those that have and will purchase the Pre-Order of Ground Branch. This will happen within the next 2-3 weeks and you will get an email with instructions. As mentioned, the game is not ready for Early Access and therefore still missing some key components, but we feel there is enough there to include more people in the process. Once we send these keys out then any Pre-Order purchases from that point on will automatically get a key upon purchase… no more waiting.

Those that purchased the Operator Edition have been enjoying playing Ground Branch for months now and have provided valuable feedback and bug reports. Here are a couple videos and some screenshots from a recent playtest…. thanks to Pepperbelly, WaderTheGamer, Jeza, jankovic and those playing.

Still VERY much pre-alpha but enjoy!

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New Year and New Things

January 8, 2016

Hey everyone, welcome to a new year! Lots going on with us here, especially with Ground Branch. We’ll get to that but first I would like to draw your attention to something we have partnered on with FragOut Studios named Sniper Tactical.

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As some of you may know we partnered with FragOut Studios to help with the Weapons and Animation work for Ground Branch. Through that relationship we decided to lend them a hand in bringing some smaller less hard-core titles to market. The first of those titles is Sniper Tactical, a lemmings type puzzle game with sniper shooting mechanics mixed in. The gameplay revolves around bringing hostages to safe-zones which in turn is done by shooting enemies in correct order. Your job is to clear the path for your allies on the ground by taking out targets, bearing your own safety in mind. As enemies display various behavior types, it is up to you to learn how they will react and find a solution to each level. Hostages will move after you fire a shot so delivering accurate hits on the bad guys is not optional. Act quickly or slowly – depending on the situation.

Sniper Tactical is available as a Steam Early Access title on January 8th, 2016. While the experience isn’t the same as Ground Branch, the price is right for an enjoyable experience that is easy to pick up and play, but still takes skill and patience to master. Give it a try and let the developers know what you think.

http://store.steampowered.com/app/374170/

http://fragoutstudio.com/

http://www.indiedb.com/games/sniper-tactical


 

Now for some Ground Branch news…… Things have been moving along quite well recently. We have closed out sales of the Operator Edition and are getting some great testing, feedback and collaboration from those who decided to make the purchase. Multiplayer connectivity is finally getting to the point where matches can be played and even in its very rough state people are enjoying the experience. Tremendous work has gone into the UI and the work needed to make our unique customization systems work as needed in both a single player and multiplayer environment.

Gameplay is still very rough and there are lots of bugs and graphics glitches, but here are a couple videos of some Operator Edition owners giving the latest build a go.  Please remember you are watching a VERY early development build with LOTS of known issues and unfinished stuff. 😉

This one is played on a small developer test map that is used for various systems development/testing so the graphics are pretty basic. Its not a pretty map, but the video actually does a good job of showing off some of the fun gunplay you can have in small spaces. The players in the video seemed to have fun at least!

 

And last but certainly not least we have had some nice work going on AI recently. Zoombapup made a news post in the forums this week that I think warrants a news post.  http://www.blackfootstudios.com/forums/index.php?showtopic=8310

The latest video shows the current progress on the Ground Branch AI, specifically the basics for movement, cover and engagement. Lots to do still, but its good to finally get things to a point where they are actually working in the Ground Branch main branch. Hopefully we will be able to get a first pass of our Terrorist Hunt style mode out to the Operator Edition users soon.

 

So hopefully everyone has a great 2016 and we hope to see you playing Ground Branch soon!

UI update and Ending Operator Edition sales

October 30, 2015

Things are moving along slowly but surely. We have been working hard to resolve some networking bugs that have been a thorn in our side for a while, and are very close to having everything resolved in that area. That should allow for much smoother online play and hopefully more public showings of actual gameplay.

We have a new contributor to the project that has been working on some UI concepts (He actually did the main GB logo as well :) ). His name is Costa and goes by ‘Scopey’ (Used to be SAF_Night Scope) on the forum and has been doing a wonderful job coming up with the direction of the Ground Branch UI. The next release of the Operator Edition will include the start of moving to this new design.

Here are a few concept images showing the new direction

GB_UIconcept_v2_01-mainMenuGB_UIconcept_v2_05a-serverBrowserGB_UIconcept_v2_07a-gearKit

Since we are getting a lot closer to an Early Access release we have decided to stop selling the Ground Branch Operator Edition on November 15th. We have 45 Steam keys left in our initial run so lets get them all sold in the next week or so!

The reason we are cutting off sales is to make sure those that purchase the Operator Edition get their money worth. We want them to have time before the Early Access release to provide valuable feedback and to feel as though they have been an important part of the early development.

So lets get these last few Operator Editions sold!

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we will just leave this right here…..

September 10, 2015

I was working on lighting for the Tanker Ship map and decided to do a screen grab. This is straight from the editor, pasted into PS and saved out. :)

Enjoy!

 

gb_Shiplighting

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Some new weapon renders

August 28, 2015

We have been doing a lot of work on networking and AI lately and that stuff is kind of hard to show off until its done. Though Phil has been doing a good job of posting AI progress in the forums.  :)

So why not show off some weapon work we have been doing!

The sniper rifle that will be in the Early Access is the M14 EBR and here is the current progress on the high poly version:

 

Mk14_EBR_01 Mk14_EBR_02 Mk14_EBR_03 Mk14_EBR_04

And for the Light Machine Gun in the Early Access we will be including a Mk46 MOD 1. Here is the in game asset rendered in engine:

GB_Mk46_01 GB_Mk46_02 GB_Mk46_03 GB_Mk46_04

The Mk46 will also make its debut in the official 1009 Operator Edition build coming soon. Thanks for all the support we have received to this point… it is GREATLY appreciated!

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